The goal of this collection is to provide a set of basic and instructive examples that introduce the various features in
Three.js. The source code for each page contains detailed comments.
Hosted at GitHub. Total examples: 83. Last updated: 23 August 2013. Compatible with Three.js version 60.

A heavily commented but basic scene. Illustrates the setup of a scene, camera, renderer, event handlers (for window resize and fullscreen, provided by the THREEx library), mouse controls to rotate/zoom/pan the scene, mini-display for FPS stats, and setting up basic geometries: a sphere with lighting effects, a multi-colored cube, a plane with an image texture applied, and skybox/fog options for rendering objects distant from the camera.
Many of these features are described in more detail in the examples below.

Illustrates using basic and phong-shaded translucent materials, making image textures translucent, using additive blending for a glow-like effect, and using image textures that already have alpha transparency.

Demostrates a function that interpolates additional points to a geometry, creating a "smoothing" effect. This example applies the modifier to a variety of cube geometries, resulting in spherical and beveled cubes.

Sprites are images (not attached to geometries/surfaces) displayed in a scene, always orthogonal to the camera.
They can either appear in the 3D scene (useful as part of a particle effect) or rendered using screen coordinates (useful as part of a graphical user interface (GUI) or a heads-up display (HUD)).

Simultaneously render four different camera views onto the same canvas element: one perspective camera and three
orthographic cameras along the axis directions (similar to many 3D modeling software configurations).
(Same controls as in "Mesh Movement" example.)

Builds upon the "Shader - Animated Materials" demo: a second image is randomly distorted and blended with the first, and the positions of the vertices are randomly distorted. These effects are combined to create an animated fireball.

A complete particle engine for controlling a particle system to create special effects such as fire, smoke, stars, snow, and fireworks.
Includes 11 example effects. Customizable particle properties include particle image, rotation, size, color, and opacity.

Displays user webcam image on webpage.
Requires WebRTC compatible browser (see http://www.webrtc.org/).
Detects motion occuring within given regions; see http://www.youtube.com/watch?v=ehkqgaGwGcw for demo.
Based on http://www.adobe.com/devnet/html5/articles/javascript-motion-detection.html.
(No Three.js code required; this example is a lead-in to the following example.)

Uses a Gamepad (e.g. XBox controller) to move a square image around a canvas. Requires Chrome browser and connected gamepad to run. Uses gamepad.js library (patched) from http://github.com/inequation/gamepad.js. Analog sticks and directional pad move square up/down/left/right. A/B/X/Y buttons change colors of square. Start/select buttons reset square to original position. [Note: You may need to press one of A/B/X/Y buttons for controller to be recognized by the web browser.]
(No Three.js code required; this example is a lead-in to the following example.)

Detect when the vertices of a mesh intersect with another object. (Move the wireframe cube with the arrow keys and rotate with W/A/S/D; the text "Hit" will appear at the top of the screen once for every vertex intersection.)

An illustration of the "Marching Cubes" algorithm for triangulating a level surface ("isosurface") of an implicitly defined function f(x,y,z) = c. See the websites:
http://en.wikipedia.org/wiki/Marching_cubes/
http://paulbourke.net/geometry/polygonise/

A effect where spheres move around and their surfaces merge and split; the surfaces are calculated by implicit functions and drawn using the "Marching Cubes" algorithm. For more information, see the websites:
http://en.wikipedia.org/wiki/Metaballs
http://www.geisswerks.com/ryan/BLOBS/blobs.html

From a THREE.Geometry, creates a topological data structure consisting of vertices, edges, and faces, with incidence data for each. For this example, the corresponding geometry is labeled (including edges) and the data can be manually verified from the browser console. (Builds on Lebeled Geometry demo.)